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Perms in Battles
#1
please make perms only happen on 1.

or, stealing from diggy's idea....

make 1 be -20, and make 2 be -10.

thank you for coming to my ted talk.
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#2
I support.

Why does everyone steal my perm ideas though Sad
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#3
That sounds pretty good tbh
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#4
Perms on 1 is def not a good idea... U already get like 5 Vit once you treat your nerf... I have -10 Vit with 2 perms, which is half a SINGLE perm. So... I need to be permed and treat them like 4 times to actually be in the same disadvantage as someone with a SINGLE perm... To me, this number seems quite OK. I just feel like we should have more, you know, options to deal with perms other than Arcanium Kits or White Oil and then F. But it seems fair to me, mhm.
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#5
Do perms add much in practice? Character is de-buffed and thus discouraged from engaging more in a conflict, short of being a battlecuck memester. Making them a bit rarer and much more significant as a result doesn't seem like a bad thing to me.

Temporary wounds already last a fair chuck of time out of game, I feel like that's long enough for satisfying little RP hooks. No need to kick a player down permanently for daring to lose a duel with an ounce of stake to it.

When I had a character who helped out in medic RP there was a lot of mending slashed off hands. A metric fuck ton of hands, man.
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#6
I'm a bit confused. Why do we want them not to happen only at 1?
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#7
(12-28-2019, 11:34 AM)BrahmsFrost Wrote: I'm a bit confused. Why do we want them not to happen only at 1?
First, please for the love of god relax you're on 6 forum posts as the latest post Confusedweating:

Okay jokes aside, we either want them to not happen at 2 rolls, or we want the amount of damage suffered at 2 rolls reduced. Having to make it so EVERY wound is a limb removal or some other heavy shit is meh. Why not a 10 or 5 vit perm that was just like a slightly impaired limb or body fuction?
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#8
(12-28-2019, 11:34 AM)BrahmsFrost Wrote: I'm a bit confused. Why do we want them not to happen only at 1?

If I had to guess, it's because permanent injuries have a dampening effect on the playing of a combat character. Suppose you start off your career as a plucky young swordsman. You get into a dangerous fight with an Occultist and everybody is playing nice, Danger Cap 1-2 No real intent to kill, just flynning to build up a rivalry.

Woops, you roll a 2. You lost an arm. Ok, that's fine let's just go on a DEADLY EPIC quest where you lose some friends to get the Arcanium to set you back to where you were at the start because Mythril kits only reduce the debuff rather than eliminate it.
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#9
Where the HECK is my rate up button to upvote this thread?

Honestly perms are also a way for people to grief, not just a dampener to being a combat character. Age nerfs and temporary injuries are enough to dampen the abilities of a combat character over time without having eight permanent injuries by the time old age hits (or more like twenty in some peoples' cases). The chances for them to apply from deadly and dangerous battles should honestly be the lowest roll possible. Or, alternatively? Just make it so cap 3 or lower dangerous requires you to roll a 1 for a permanent injury.

It probably won't stop people from metagrudging but that's always going to happen until administrators start throwing out negative RPP for it when sufficient proof is found, but that's for another thread entirely.
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#10
I mean the mythril kit leaves you with only -5 vit. A scar for your character to remember, and everyone stacks vit so its like... I'm pretty sure you could come up off of 5.
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